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Gravity in sideview areas

37 replies · 16,970 views · Started 01 October 2006

EDIT: Obsolete! Sorry, but this script is of no use to you now.

Mario and Metroid quest makers rejoice! Sideview gameplay is now more feasable than ever!

With this script, Link (and currently only Link) will fall toward the bottom of the screen. If there is an unwalkable combo in the way, Link will come to rest on it. Link can jump toward the top of the screen to advance to higher platforms.

ZScript code. Attach this to a screen's FFC to enable gravity in that room.

Sample quest. B button to jump.

Change the jumping/falling physics by altering the three arguments (and by artificially increasing Link's walking speed.)

The quest wont open, it sais 'Zelda-W has encountered a problem and needs to close' whenever i try to open it.
and if i try to load the scriopt in Zquest it sais 'unable to phrase instruction 1 from script the error returned was invaled instruction the command was (gravity) (,in sidescrolling)
O_o what is this supposed to mean?

... wow... this is purely awesome.
I just tried it, and although you might be able to pull off one or two bugs, they're too minor to matter in anyways really. Now you really could make the Adventure of Link quest!

Know what was freaking cool though? I jumped and did a downstab (Errr, downslash rather) on the wizzrobe. That was freaking awesome!

Best script ever made up to date. Hmm... I wonder if you could pull off random encounters using scripting? That'd be enough for a FF/Zelda style quest!

zeldafan500 wrote:Please tell me how you got it to work! It doesnt work for me, even with beta14. How did you get it to work?

Here's how to load the script up in ZQuest:

* You don't use "Import FFC script". You use "Compile ZScript".
* If you're using OS X ZC, you need to store std.zh in the package itself.Right-click ZQuest, choose "Show Package Contents", and then copy-paste the std.zh file into the window (dragging won't work.)

(im using windows) Ok i did that now how do i actually make it work? It still plays like it does without the script.

Ahhh...

...not to insult your intelligence or anything, but each room of your quest must have an FFC with that script assigned to it.

(Either that, or make an FFC in the starting room with that script and the Carry Over bit.)

EDIT: Oh, yeah, you need to set the initial arguments for the FFCs. I used 0.3 for d0, 3 for d1 and 5 for d2.

Having a little bit of fun with this script 😃

User posted image

User posted image

User posted image

Do you plan to make any improvements to the script as scripting becomes more advanced?

when the item editor is finished, what I'd like is have that the A button be the jump button and have the sword as a B button item. That way you don't have to sacrefice any item and still could jump.

_L_, you *do* realize that since you are a ZC Dev now and have proven that jump code is possible, people are going to start bugging you for the Roc's Feather. 😛

Also, bigjoe, your last screenshot, is that a custom subscreen or a bug?

[LEFT]Custom subscreen. I figured that since the B button was for jumping that it would be silly to use items simultaneously. Thus, that eliminates the need for a B Button item viewer. If there were only a way to Jump AND use items seperate from eachother....Up button MIGHT work but it makes Link face upward
[/LEFT]

zeldafan500 wrote:Please tell me how you got it to work! It doesnt work for me, even with beta14. How did you get it to work?

I get the same thing too! The sample quest worked and I tried everything and checked everything and it won't work on my own quest. whoever made this sample quest must have MAGIC HANDS!

EDIT: OH NEVERMIND! 😃 I found out why. It's because you have to pick a combo in the FF Combo attributes and find the combo that is solid clear tile. Not the very first combo because it is reserved as "None".

The shit you programmer types come up with is simply amazing

Now, what about top-down areas? Are you possibly working on a script/scripts for that? I'd imagine getting that down would be a little tricky, especially for stuff like jumping over otherwise unwalkable obstacles/pits

topDownJumping.qst
TopDownJumper.z
jump.wav
land.wav

It could be improved upon (it could see if you actually have the flippers, for one thing), but it's a start.
If you want to play around with it, it shouldn't be much different from _L_'s. Just be sure to set the "Draw Over" flag, set up the combos properly, and give it the right arguments.
You'll notice each screen in the demo has one of the corners covered by layer 3. That's where Link actually is when you jump; the one you see is just the FFC. That's what the arguments are for: they're the X and Y coordinates of where to stash him.

(Edit: There. Slightly less buggy.)
(Edit 2: Slightly less buggy still. I laugh at your pathetic attempt to complete a download!)
(Edit 3: Added shadow and slower diagonal movement. Didn't change solidity checking to match, though. Is Boolean XOR not working? Wouldn't compile - accused me of trying to cast bools to floats.)

Is there any way a Dev could intigrate the sidescroll script with ZC, so that it's a standard room-type checkbox? Only this is a great feature, and it should go in the next version if all the bugs are worked out.

Hmm, this is pretty good! Just some quick questions:

  • Would it be possible to attach Saffith's script as an item script, making it really a Roc's Feather?
  • Could the sidescroller script be modified to hide Link (but not actually stash him in a corner of the screen somewhere) and display an animation for him jumping or being in mid-air? This would be extremely useful for a Metroid-style implementation.

A very, very, very, very, very, very (etc) minor upgrade to Saffith's Top Down jump script. I opened it up and replaced the .. er .. something something "B" with .. the something something "R" ... and now Link can use the bombs and the Moblins drop. So yeah, "R" jumps instead of "B" which now lets you use any item you want.

... Wow, that's so petty relative to Saffith's and _L_'s amazing scripts. XD

I wonder what else can be done with this. I'm so seriously looking into setting up this script to tie it to an item instead of the "R" key, ...

Or better yet, I should go craft a screen mockup of the "Extra Button" DN and I spoke about a month ago, where you can tack an extra button into ZC that doesn't actually DO anything unless you set a script to use it. It'd just be like an A or B button, but unless there's a script attached to it, it won't be used at all.

I'm sure that'd be pretty easy for the devs to do, right? There's already an InputA and InputB and R and L button, eh? Why not an InputC portion to the code? Add in a third button to the Key Config area in ZC, ... ...

Ummm.I'm prety sure I set it up just like in the example, but for some reason, if you press sideways in mid jump, Link stops falling and walks sideways. What am I doing wrong?

I got the same problem as Amaster42 so I just took the actual gravity quest and modified it.

By the way, Saffith, do you want to seperate your example into another thread? Right now its hidden away in this thread so some people might not be able to find it.

If you jump diagonally (up and left) into the trees, it'll make Link swim, but moving in another direction will make it work normally

Now you just need a splash sound and a splash animation when you jump into water and shallow water

[edit] Also, when you get a clock, Link stops flashing while in midair, and returns to his normal colors

Yeah, it's certainly a bit buggy. I'll see if I can't improve it a bit in the next few days. There are a lot of problems that just can't be fixed right now, though, or at least not very well.

bigjoe wrote:By the way, Saffith, do you want to seperate your example into another thread? Right now its hidden away in this thread so some people might not be able to find it.
Nah. Thanks, but it's all right for now.

This is genius!

The SFX is loud though..

This reminds me of Graal's coding for their gravity mode.

Edit: OMG that roc's feather demonstation quest is awesome! HOLY ****!

In the code, there is something that says something like "PressB" or something like that. Change B to whatever you want.